Set WINVER and _WIN32_WINNT values in VS project

While looking into a different issue, I've noticed that Visual Studio Intellisense does not work well for Godot project when using Windows Vista+ APIs (e.g. CreateThreadpool), i.e. it does not recognise the APIs because they are defined in Windows header files for Vista+ only.

This is because the WINVER and _WIN32_WINNT symbols don't have their values set in the generated Godot project file. This fixes the problem by setting the values when generating the project file.
This commit is contained in:
Marcin Zawiejski 2019-01-22 21:34:37 +01:00 committed by GitHub
parent ab843b1698
commit 9ca649c67b
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@ -208,8 +208,8 @@ def configure_msvc(env, manual_msvc_config):
'RTAUDIO_ENABLED', 'WASAPI_ENABLED',
'WINMIDI_ENABLED', 'TYPED_METHOD_BIND',
'WIN32', 'MSVC',
'WINVER=$target_win_version',
'_WIN32_WINNT=$target_win_version'])
'WINVER=%s' % env["target_win_version"],
'_WIN32_WINNT=%s' % env["target_win_version"]])
env.AppendUnique(CPPDEFINES=['NOMINMAX']) # disable bogus min/max WinDef.h macros
if env["bits"] == "64":
env.AppendUnique(CPPDEFINES=['_WIN64'])